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Reyna, Jorge; Hanham, Jose; Vlachopoulos, Panos; Meier, Peter – Research in Science Education, 2021
This study explored the self-regulation strategies and learning experiences of undergraduate science students completing Learner-Generated Digital Media (LGDM) assignments that had been implemented using a theory-driven, systematic approach. The rationale for using LGDM in science education is to facilitate student learning of complex scientific…
Descriptors: College Science, Undergraduate Students, Self Management, Educational Experience
Prasad, Shaneel; Rao, Dinesh; Raturi, Shikha – International Journal on E-Learning, 2021
The use of information communication technologies (ICTs) tools for eLearning has immense prospects in teaching and learning especially in the Sciences. Despite the Fiji governments' focus and efforts towards introduction of ICTs in school, not all science teachers seem to make use of ICTs. This study investigated how well-grounded these science…
Descriptors: Electronic Learning, Learning Readiness, Secondary School Teachers, Science Teachers
Emprin, Fabien; Petitfour, Édith – Digital Experiences in Mathematics Education, 2021
This article investigates how a computer simulator for human interactions and a dyadic system in a pencil-and-paper environment can contribute to helping students with poor motor co-ordination, notably those with dyspraxia, to learn geometry. The aim is to design an alternative way to teach the subject, and to explore its effects on the learning…
Descriptors: Developmental Disabilities, Perceptual Motor Coordination, Computer Simulation, Computer Uses in Education
Grethel G. Bactong; Abegial Dianne H. Sabas; Krezel Marie M. Salva; Albert John B. Lituañas; Angelo Mark P. Walag – Online Submission, 2021
The integration of information and communication tools in education has been a common trend in the last decade which resulted in increased student engagement, motivation, and even achievement and learning. Despite these improvements, science teachers still report challenges with its use in science education. Several abstract topics in chemistry…
Descriptors: Science Education, Science Instruction, Teaching Methods, Chemistry
Rebecca A. Dore; Kelly M. Purtell; Laura M. Justice – Grantee Submission, 2021
Objective: This study examines media use of children from low-income homes during school closings during the COVID-19 pandemic. Method: Caregivers of 151 kindergartners from low-income homes completed questionnaires as part of a larger study. Caregivers reported how much time children spent watching TV/videos and using apps on the most recent…
Descriptors: COVID-19, Pandemics, Computer Use, Low Income Students
Jorge Paolo Castillo Moreno – ProQuest LLC, 2021
The purpose of this study was to determine how the use of www.achieve3000.com, as a computer-based supplemental English Language Art (ELA) instructional tool, affected middle school students' ELA achievement. 455 middle school ELA students from the sixth, seventh, and eighth grades participated in this study. The collected student achievement that…
Descriptors: Middle School Students, English Instruction, Language Arts, Achievement
Andrej Christian Lindholst; Tobias Bøgeskov Eriksen; Søren Valgreen Knudsen – Scandinavian Journal of Educational Research, 2024
Digital transformations within educational systems are recurrently justified by their promise to enhance learning activities and outcomes. We examine this claim in a study of pupils' perception and experiences with computer-based adaptive tests in higher classes in Danish public primary schools. The study relies on survey and interview data and…
Descriptors: Foreign Countries, Student Attitudes, Outcomes of Education, Student Participation
How to Motivate Students Using Augmented Reality in the Mathematics Classroom? An Experimental Study
Wanda Nugroho Yanuarto; Elfis Suanto; Ira Hapsari; Aulia Nisa Khusnia – Mathematics Teaching Research Journal, 2024
An Augmented Reality (AR) approach to creating a maths education app is the focus of this research. To turn the 2D floor plan into 3D objects, students will use their mobile devices to scan the cards. Students can have a better understanding of the 3D shape from various angles by interacting with virtual 3D items. Students can gain a deeper…
Descriptors: Computer Simulation, Physical Environment, Simulated Environment, Foreign Countries
Casandra Gurau – ProQuest LLC, 2024
The technology in the K-12 classroom has changed from being a tool that educators can utilize on an as needed basis, to a classroom necessity. The purpose of this qualitative descriptive study was to explore K-12 technology directors experiences in the decision-making process of integrating technology in a K-12 education system at a district level…
Descriptors: Elementary Secondary Education, Technology Integration, Computer Uses in Education, Student Motivation
Demetrios G. Sampson, Editor; Dirk Ifenthaler, Editor; Pedro Isaías, Editor – International Association for Development of the Information Society, 2024
These proceedings contain the papers of the 21st International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2024), held in Zagreb, Croatia, from 26 to 28 October 2024 and organized by the International Association for Development of the Information Society (IADIS). The CELDA conference aims to address the main issues…
Descriptors: Cognitive Processes, Cognitive Psychology, Computer Uses in Education, Technology Uses in Education
Office of Educational Technology, US Department of Education, 2025
As outlined in the 2024 National Educational Technology Plan, digital health, safety, and citizenship skills reflect the full set of knowledge and habits students need to use technology appropriately, responsibly, and safely. For schools and districts, creating the conditions for those skills to develop includes policies regulating the use of…
Descriptors: Computer Use, Technology Uses in Education, Safety, Student Responsibility
Nurul Asyiqin Jalil; Noor Hanim Harun; Rita Wong Mee Mee; Suzulaikha Mohamed; Lim Seong Pek; Tengku Shahrom Tengku Shahdan; Tirzah Zubeidah Zachariah Omar – International Journal of Technology in Education, 2025
The rapid growth of digital devices in recent years has caused significant effects on children's screen time. Advancements in technology usage have a particularly strong impact on children in an era dominated by digital advancements, influencing their education, entertainment, communication, and socialisation, raising concerns about the…
Descriptors: Parent Role, Child Behavior, Mass Media Use, Handheld Devices
Ben-Jacob, Marion G. – Journal of Educational Technology Systems, 2017
This article deliberates concepts of Internet ethics from the perspectives of user and providers. It discusses concerns of the users from different disciplines. It addresses issues and corresponding regulations of service providers. It considers matters of privacy. The culmination is an exercise for students that incorporates usage of the Internet…
Descriptors: Internet, Ethics, Privacy, Computer Networks
Cardoso, Josué; Caetano, Diego; Abreu, Raphael; Quadros, João; dos Santos, Joel; Ogasawara, Eduardo; Lignani, Leonardo – IEEE Transactions on Learning Technologies, 2020
This paper analyzes Sim-Evolution, an educational simulator designed to help teachers presenting three basic principles of the theory of evolution by natural selection (TENS): the trait variation within a population, the heritability of trait variation, and the selective survival based on heritable traits. Sim-Evolution focuses on high school…
Descriptors: Computer Simulation, Computer Uses in Education, Evolution, Science Instruction
Krouska, Akrivi; Virvou, Maria – IEEE Transactions on Learning Technologies, 2020
Social networking-based learning (SN-learning) is one of the most promising innovations to promote learning via a social network, and thus, providing a more interactive, student-centered, cooperative, and on-demand environment. In such an environment, group formation plays an important role to the effectiveness of learning process. Adequate groups…
Descriptors: Social Networks, Cooperative Learning, Computer Uses in Education, Grouping (Instructional Purposes)